GAMES FOR GOOD COMPANY · Original print & play
R✦RRound & Revel

Round & Revel / Shared roll-and-write

Three-Dice District

One die names the street; the other two decide how high you can build.

2–6 players, competing on individual sheetsEstimated 20–30 minutes for twenty-four rolls

Original authored print-and-play game. Time is a planning estimate; this edition has not had a live group playtest.

Good for: A quiet, simultaneous strategy game for a mixed-size table.

What you need

  • Three ordinary six-sided dice
  • One district sheet and pencil per player; erasers for recording errors only
  • One public twenty-four-roll record and a pencil

How to play

Build a district

Every player has the same four-row, six-column sheet. The columns are numbered 1–6; rows run from Floor 1 at the bottom to Floor 4 at the top. Across twenty-four shared rolls, write numbers that strictly increase upward in each column. Completed columns and varied complete rows add bonuses. All players act on every roll, so nobody gains extra turns by being the dice roller.

Prepare the sheets

Print or copy one blank district per player. Leave every cell empty and keep both REROUTE boxes unused. Choose a first roller and someone to mark the public roll record; they both compete normally. Read the scoring before beginning. There are no starting numbers, secret goals or player powers. Agree on an accessible writing pace; never reroll because somebody is still choosing.

Read three dice

Roll all three dice together and leave them visible. Choose one die as your column number. Add the other two dice to make the number you will write. Each die is a separate physical die, even when faces match. With 2, 4 and 5, the ordinary choices are column 2 with 9, column 4 with 7, or column 5 with 6. Do not add all three, subtract, split a die or use a die twice.

Make a legal entry

Write the chosen number in the lowest empty cell of the chosen column. If the column has entries, the new number must be strictly larger than the highest number already there. Equal numbers are not allowed in a column. The first entry in an empty column may be any legal sum. A full column cannot accept another entry, and you cannot leave a hole, overwrite an entry or put a smaller number beneath an earlier one.

Use a reroute

Twice in the whole game you may cross off a REROUTE box to change only the destination column. First select one die to set aside and add the other two exactly as usual. Then put that sum in any column, whether or not its number was rolled. The lowest-empty-cell and strict-increase rules still apply. A reroute does not change the sum, erase anything or grant a second entry. You may use it even when an ordinary legal entry exists.

Pass if necessary

Instead of an entry, mark a dash beside this roll number on your sheet. Passing is legal even when an entry or reroute is available. It scores no points and has no additional penalty. An impossible roll never permits an illegal number. A completely filled sheet simply passes on remaining rolls. Each person makes exactly one entry or pass per roll; no one can save an unused roll for later.

Lock and roll again

Keep your choice private while others decide, and do not copy another sheet. When everyone says ready, show or read the selected column and number; players who passed say so. Check legality before crossing off the public roll number. Then pass the dice clockwise. All entries now stay fixed. A mistaken arithmetic total may be corrected before the next roll, but a player cannot choose a better legal destination after seeing everyone else’s choices.

Score after roll twenty-four

Earn 1 point for every filled cell. Add 3 for each completely filled four-cell column. Add 4 for each completely filled six-cell row whose six numbers are all different. A repeated number anywhere in that row removes the entire row bonus, but the cells and columns still score. Incomplete rows earn no row bonus. The same cell can contribute to cell, column and row points. Unused reroutes and passes score nothing.

Finish and check each other

Add the three subtotals; highest score wins and tied leaders share the win. The theoretical score ceiling is 58: twenty-four cells, six column bonuses and four row bonuses. That is a mathematical ceiling, not an expected outcome. If an old entry is found illegal, cross out it and every later entry above it in the same column before scoring; do not shift the surviving numbers or replace them. Mark the affected game as a practice result if a copying error changed several later decisions.

Access and another district

Read dice values aloud and use large handwritten grids if needed. A helper may write a player’s named entry. There is no speed scoring, and a calculator can add the two chosen dice. For replay use fresh sheets and fresh rolls. Do not compare results from different roll sequences as if they were equally difficult. Players may discuss general strategy between games; within a roll, each person makes their own choice.

A worked example

Roll 2, 4, 5. If column 4 currently contains 3 then 5 from bottom upward, its next entry may be 7. Column 2 would receive 9 and column 5 would receive 6, subject to their own earlier entries. Spending a reroute could place 9 in column 6 by setting aside the 2.

At the finish, suppose columns contain these bottom-to-top lists: 1: 3,5,8,10; 2: 4,6,9,11; 3: 2,7,10,12; 4: 5,8; 5: 6; 6: 7. There are sixteen filled cells and three complete columns. Floor 1 is 3,4,2,5,6,7, so it earns the only row bonus. The score is 16 + 9 + 4 = 29.

Printable materials

Print one whole district sheet per player and one public roll record. No cutting is necessary. Floors are printed top-down as 4, 3, 2, 1; fill each column from Floor 1 upward. Keep personal choices covered until everybody is ready.

TDD-SHEET

District sheet · print one per player

Player: __________. Fill each column from Floor 1 upward. Every new number must be larger than the previous one in that column.

On a small screen, scroll this table sideways.

FloorColumn 1Column 2Column 3Column 4Column 5Column 6
4________________________________________________
3________________________________________________
2________________________________________________
1________________________________________________

REROUTE 1 □ REROUTE 2 □

Passes: write roll numbers here ______________________________

Filled cells ____ × 1 = ____; complete columns ____ × 3 = ____; complete rows with six different numbers ____ × 4 = ____. TOTAL: ____.

TDD-ROLLS

Public roll record

Cross off one number only after every player has locked and checked one entry or pass.

1 □ 2 □ 3 □ 4 □ 5 □ 6 □ 7 □ 8 □

9 □ 10 □ 11 □ 12 □ 13 □ 14 □ 15 □ 16 □

17 □ 18 □ 19 □ 20 □ 21 □ 22 □ 23 □ 24 □

Normal choice: one die names the column; the other two sum to the entry. Reroute: change only the column. Keep the same legal sum.

Round & Revel. First edition, October 2026. Uses only the listed printable materials and ordinary supplies.